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[X] Try to convince Bridgitte to wait until after the trading trip. The caravan is due in a few days, and it is possible that you might not get back in time.

Are the vehicle perk bounties for spaceships or sea ships?
 
[X] Try to convince Bridgitte to wait until after the trading trip. The caravan is due in a few days, and it is possible that you might not get back in time.

It can wait, there's a time constraint involved here and we really should work on the trip before doing this. Those likely staff and zat weapons have lasted this long without us.
 
[X] Try to convince Bridgitte to wait until after the trading trip. The caravan is due in a few days, and it is possible that you might not get back in time.
 
[x] Try to convince Bridgitte to wait until after the trading trip. The caravan is due in a few days, and it is possible that you might not get back in time.
 
You receive a main battle tank with equivalent combat capability to an M1 Abrams. Though it is lacking any form of identification, be it of a manufacturer or an army of any kind. Equipped for urban warfare, this tank comes with a full load of fuel and ammunition. The internal controls are simple and you gain basic knowledge of how to pilot it yourself or take on any of the three roles needed to bring it to full fighting capability.

patrol cutter - 150
cruise ship - 200 (uses a thorium-based reactor of some description)
battleship - 300 (is also nuclear-powered)
supercarrier - 350 (does not come with attendant aircraft, is also nuclear-powered)

Other examples:

Motorbike - 50
A crotch-rocket or low-rider, or indeed any other design you find appealing - it could even be electric! This is a motorbike that will be road legal, registered in your name, exceedingly easy to handle and - most importantly - fast. Very fast. You are capable of piloting it at speeds exceeding five hundred kilometres per hour given straight and smooth enough roads.

Sedan - 50
A sedan, capable of seating four people - or five if you are comfortable - of a design that appeals to you - it could even be electric! This car is load legal, registered in your name and even paid off - for what good that will do for your credit. You can hit speeds of just under three hundred kilometres per hour if you take it out for a spin on the tracks.

Speed Boat - 50
A small light watercraft capable of carrying about a dozen people while cutting across the water at about eighty to a hundred kilometres an hour. While the outer hull is solid, it is not armoured in any way. It still looks nice, or really, it looks the way you prefer it to when you receive this perk.

Ok, giving this a go. It looks like I've added far more detail then you seem to be happy with. I have dimensions and crewing to create a necessary Schelling point for imagining these things.


patrol cutter - 150

You receive a fully equipped modern costal cutter of equivalent capability to the Offshore Patrol Cutters produced by modern Coast Guards -- it has a length of around 100 metres and a beam of around 15. The ship is of no particular navy or coast guard, and all components are un-branded. This ship has considerable amounts of automation, allowing the ship to be navigated at sea with only six crew, and can be combat-effective with twenty-five of its normal fifty-person compliment needed for extended missions at sea. You gain basic knowledge of all crew roles, from engine room, helicopter technician or pilot, gunnery, electronic warfare, helm, to captain. The vessel has been generously provisioned and has an endurance of sixty days at sea with full crew, supplies for a fully maintained helicopter (but not the actual helicopter itself) and onboard long-endurance drones, and munitions for the ship's guns and helicopter's torpedos.


cruise ship - 200 (uses a thorium-based reactor of some description)

You receive the cruise ship of the future, at least of Admiral Rickover's future! This retro-futuristic cruise ship was produced in a world where civilian vessels having a thorium nuclear reactor was seen as a right and proper choice against the world's dire oil crisis. This cruise ship has a minimum crew of 100 people to operate the ship and can support 5500 passengers (at double occupancy) with 2000 additional crew. The cruise ship has significant analogue automation (more than a match for any modern digital computer) and even has a dedicated transistorised computer room which assists in reactor operations!

This cruise ship (of no particular manufacture) has a beam of around 50 metres and length of around 350 meters and can maintain an at-sea existence perpetually, so long as provisions for the crew and guests are delivered regularly. You have all necessary training to staff any crew position. The ship arrives fully provisioned for a lengthy cruise, with the reactor having passed a major service with every component being in ship shape! When you get this perk, you may choose to have the cruise ship instead arrive as a cargo-carrier -- trading off the guest capacity for cargo capacity and all necessary infrastructure.

(What. I can't even. But I took the numbers from Harmony of the Seas).

battleship - 300 (is also nuclear-powered)

You have a nuclear battleship, the product of a secret project by a government when the United States mothballed her last Iowa class battleship. This fast battleship is appropriate for power-projection in the modern age, having significant drone capacity, vertical missile tubes, and a broadside of railguns for when over-the-horizon shore bombardment is needed. The nuclear reactor powers close-in weapons systems of pulsed blue lasers, appropriate for anti-air, drone, satellite, and projectile defense. By having an oversized reactor compared to a supercarrier, this battleship has look-to-kill capability around its horizon and shoot-to-kill from its hypervelocity discarding-sabot railgun rounds well in excess of 100km.

You have all necessary training to serve in any crew position on the ship. This ship with a beam of around 30 meters and a length of 270 meters, has a minimum crew (with highly advanced computerised automation, shielded to shrug off all but a direct Nuclear hit) of thirty officers and five hundred crew. She is fully supplied for an extended at-sea mission, complete with a small compliment of nuclear cruise missiles and nuclear railgun shells. She can support helicopters and full-size drones, but only comes with the long-endurance loitering drones needed to support her over-the-horizon railgun shots.

(Going off many of Battleship NJ's videos -- excellent youtube channel -- trying to figure out *why* we'd have a modern battleship. The nuclear cruise missles was from the recent videos on the nuclear-tomahawk-firing-keys. From a strategic perspective, the only reason to have a nuclear battleship is if it can use its stupid tonnage to deny the skies to drones and aircraft -- which is why I have laser CIWS.) I'm shaving crew like mad from all of these, but they all still require significant numbers of sailors. I know your descriptions tend to be much shorter, but I'm not sure where to cut details here. I mostly felt like I had to add details to differentiate this from a WWII era battleship. I could have had a much shorter entry if not for the "nuclear".)

supercarrier - 350 (does not come with attendant aircraft, is also nuclear-powered)

You have a modern fission-powered aircraft carrier with a length of around 330 meters and a beam of eighty meters, equivalent to a Ford-class supercarrier (aircraft not included.) This aircraft carrier is not affiliated with any country or manufacturer, nor does it come with any of its necessary support ships. This aircraft carrier has a crew of five hundred officers and 2600 enlisted sailors. You are trained to operate in any role of her crew. The ship has completed its sea-trials and can be considered fully operational. Other navies will be exceptionally concerned about a new super-carrier showing up on their radar.

(I'd quite like to make this one fusion-powered...)
 
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Vote closed
Scheduled vote count started by Emizaquel on Feb 11, 2023 at 11:12 AM, finished with 13 posts and 11 votes.
 
Interlude 22.2
You chuckle and give up on any attempts to resist her pulling you along as you follow her into the woods. The two of you would be travelling light given the rush you seem to be in.

Still, the two of you move easily enough through the woods, covering a great deal of distance over the first day.

As you settle in for the night, you note the nervous energy unsettling your friend.

Her vision had deeply troubled her, and you could tell that she desperately needed to do something about it.

There was something she wasn't telling you, but you gave her space for now.

Still you had an early day ahead of you.

The two of you kept up the pace, only slowing down slightly to forage a few things to keep yourself fed. There is little time to talk, especially given that there are only two more days to make it back to town.

Still, as the sun sets, you finally come across what Bridgitte wanted to show you.

A small well hidden grotto trees entwined together in a deceptively welcoming tangle. An opening stood out on one side, large enough for a child to hide within.

As you peered into it, you made out a glint of metal.

You had to wait for the morning to safely extract anything.

Three artefacts lay in the knotted wood. Some far enough into the hollow that it was clear that it would require revealing some of your abilities in order to retrieve them. But one that you could just barely draw out.

A large, staff-like weapon, encrusted in dried mulch.

[] Reveal your Machine Shop and get the other two items out of the hollow.
[] Try to convince Bridgitte to come back later for the rest.
[] Write in

A/N:

@Denubis I see your work, and I would like to go over it but I'm not feeling the best right now. I'll make a decision later today and notify you.
 
[X] Reveal your Machine Shop and get the other two items out of the hollow.
[X] explain the basics to her. you suddenly ended up here,have no idea where here is, and suddenly get magic stuff everyonce in a while. try to get an ally in her
 
[X] First a short, ritual to thank the wolves for hunting the hunters of your people

[x] Reveal your Machine Shop and get the other two items out of the hollow.
 
[X] Try to convince Bridgitte to come back later for the rest.

I'm a hammer this button here that says come back later... we got things to do.
 
[X] Try to convince Bridgitte to come back later for the rest.

There is a trading expedition we want to go one. Unfortunately this is going to wait, at least the stuff isn't going anywhere.
 
[X] First a short, ritual to thank the wolves for hunting the hunters of your people

[x] Reveal your Machine Shop and get the other two items out of the hollow.
 
[X] Try to convince Bridgitte to come back later for the rest.

Revealing the shop is a step too far, its too futuristic, too otherworldy, too weird to a villager.

Not matter what is there, it wont be better than a tank, at least not as easy to use or recover to working condition, its not ours anyway, we have a tank already. It can wait.

If she wanted it so urgently she should have told us what she is hiding from us about it, if she is unwilling to reveal then she can wait.
 
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No more futuristic or otherworldly then the weapon we are here to retrieve.

[x] Reveal your Machine Shop and get the other two items out of the hollow.
 
You chuckle and give up on any attempts to resist her pulling you along as you follow her into the woods. The two of you would be travelling light given the rush you seem to be in.

Still, the two of you move easily enough through the woods, covering a great deal of distance over the first day.

As you settle in for the night, you note the nervous energy unsettling your friend.

Her vision had deeply troubled her, and you could tell that she desperately needed to do something about it.

There was something she wasn't telling you, but you gave her space for now.

Still you had an early day ahead of you.

The two of you kept up the pace, only slowing down slightly to forage a few things to keep yourself fed. There is little time to talk, especially given that there are only two more days to make it back to town.

Still, as the sun sets, you finally come across what Bridgitte wanted to show you.

A small well hidden grotto trees entwined together in a deceptively welcoming tangle. An opening stood out on one side, large enough for a child to hide within.

As you peered into it, you made out a glint of metal.

You had to wait for the morning to safely extract anything.

Three artefacts lay in the knotted wood. Some far enough into the hollow that it was clear that it would require revealing some of your abilities in order to retrieve them. But one that you could just barely draw out.

A large, staff-like weapon, encrusted in dried mulch.

[] Reveal your Machine Shop and get the other two items out of the hollow.
[] Try to convince Bridgitte to come back later for the rest.
[] Write in

A/N:

@Denubis I see your work, and I would like to go over it but I'm not feeling the best right now. I'll make a decision later today and notify you.

Just thinking about my writeups. My main hope is that they serve as useful fodder for your edits -- our working out of Tank looks like it followed a similar profile. To unpack the battleship a bit, I had some trouble squaring the circle of a modern nuclear battleship. I was specifically inspired by:


View: https://www.youtube.com/watch?v=SY7jlZjL70Q

which rules out changing out the boilers, the force projection capabilities described in John Ringo's Legacy of the Aldenata series, and just trying to figure out what a modern ship would look like from the givens. "Very large cruise missile boat plus lasers and railguns" is what I came up with, especially at 300 points. The nukes I wrote in specifically because the ship wouldn't rearm by fiat. (The precision-guided railgun rounds will end up being far more useful.)

Both the battleship and the carrier should have rather more in them about the geopolitical implications and how the perk doesn't solve them at all. (To be clear, I don't think I'd vote for *any* of my writeups given the position we're in. The major issue is that capital ships are designed to never work alone -- and the perks don't include the rest of a navy to make them useful force projections. These perks don't seem like a great fit for the concept of the CF? It might be better to have them be "Plans + training + materials + drydock space by fiat" rather than the fully assembled things -- both because it increases character agency and because it means that characters won't start with the wrong half of a naval task force and the world's quite pointed attention.

I was most confused by the cruise ship. If I had more words, I'd have gone into the molten-salt reactor which could not produce weapons-grade byproducts, but your previous edits to my writeups have been for fewer words. So instead, I added a bit of retro-future flavour as an explainer. I avoided discussing how crew would be provided, since you pushed back on that in previous attempts. In any event, I hope my first draft helps.
 
Vote closed
Scheduled vote count started by Emizaquel on Feb 12, 2023 at 12:02 PM, finished with 14 posts and 12 votes.

  • [X] Try to convince Bridgitte to come back later for the rest.
    [X] Reveal your Machine Shop and get the other two items out of the hollow.
    [X] First a short, ritual to thank the wolves for hunting the hunters of your people
    [X] Reveal your Machine Shop and get the other two items out of the hollow.
    [X] Reveal your Machine Shop and get the other two items out of the hollow.
    [X] explain the basics to her. you suddenly ended up here,have no idea where here is, and suddenly get magic stuff everyonce in a while. try to get an ally in her
 
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